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[D&D 4E] Keep on the Shadowfell - Recruitment finished, thanks to those who applied

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    BrodyBrody The Watch The First ShoreRegistered User regular
    edited July 2010
    Charging the ooze, Samhradh manages to do nothing but annoy it.

    Melee Basic Attack vs AC: 1d20+8 13 1d8+4 5

    End at L10

    Brody on
    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    KelorKelor Registered User regular
    edited July 2010
    Mindartis disolves the ball of fire with a chopping sound, then punches towards the slime sending a bolt of force into it, scattering bits of slime across the cavern. (Magic Missile autohit for 2+6 damage) As you begin to catch your breath once more you notice that the stillness of the cavern has returned once again though the dripping creatures that had made it their lair for years have now been vanquished and their victims avenged.

    However, what you can hear is excited squeals from behind the rockface through which Splug tripped.

    Alrighty guys! You can take a short rest and spend however many surges you wish.

    Kelor on
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    SteelhawkSteelhawk Registered User regular
    edited July 2010
    WooHoo! Thud will spend a healing surge to bring himself back to full dwarfyness.

    Oh, and to loot the bodies if at all applicable.

    Steelhawk on
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    KelorKelor Registered User regular
    edited July 2010
    Not so much the bodies per say, but you may want to investigate the girlish squeals of delight coming from the bedrock.

    Kelor on
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    SteelhawkSteelhawk Registered User regular
    edited July 2010
    "Splug!!" Thud bellows, stomping over to wherever thier erstwhile guide is hiding, "Get yer fool head outta those rocks! What have you got there? An' why are ye squealing like a stuck pig covered with pineapple sauce and an apple?"

    Steelhawk on
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    BrodyBrody The Watch The First ShoreRegistered User regular
    edited July 2010
    I'll spend a surge.

    Brody on
    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    KelorKelor Registered User regular
    edited July 2010
    As Thud touches the rockface, it at first shimmers than fades away entirely as his burly hand extends deeper.

    5:55 is both a fantastic piece of music and exactly what goes through your ears as you see what is behind the illusion.

    http://www.youtube.com/watch?v=trF6-M6-4vE

    The room Splug found to hole up in as you battled the slimes is in stark contrast to the dank cave you stand in. Magic of some description, most likely the same as that that camouflaged it into the rock. As the seal fades light floods out into the cave revealing a modest sized room. Inside is a double layered bunk, a writing desk with a shelf above and several stands and chests clustered along one side and the left rear corner.

    The room must have been a bolt hole for the women or nobility of the keep to take shelter inside in the case of an attack by it's enemies. One seems to have managed to do so, though the preservational magic of the room has not prevented his body from decaying and he is now little more than a skeleton in robes of rich velvet, bony hand still holding a quill above a tome filled with spidery script.

    A small chest contains a swath of costly bracelets and ornaments, some of simple bronze and others of ruby studded silver. Another, larger chest is filled with gold coins stamped with the seal of the Nerathian Empire.


    Loot time! In addition to the items below, the gems, jewelry and coins amount to somewhere in the vicinity of 1100g each. (See, your Papa Kelor hadn't forgotten about your loot after all!)

    Nex:
    Necklace of Keys
    Each key threaded through this leather cord necklace can unlock a portal, even one you haven’t detected yet.
    Level: 3
    Item Slot: Neck
    Enhancement: +1 Fortitude, Reflex, and Will
    Property: You gain an item bonus to Thievery checks to open locks equal to the necklace’s enhancement bonus.
    Power (Daily * Teleportation): Minor Action. If you’re grabbed or restrained, you can teleport 3 squares

    Gauntlets of Blood

    The blood of wounded foes streams along the joints of these rusty-looking steel gauntlets.
    Level: 4
    Item Slot: Hands
    Property: You gain a +2 bonus to damage rolls against bloodied targets.


    Thud
    Exalted Armor
    Clerics and warlords often seek out exalted armor because of its properties that improve their healing powers.
    Level: 5
    Armor: Chain
    Enhancement: +1 AC
    Power (Daily • Healing): Minor Action. Until the end of your turn, each character healed by one of your encounter powers or daily powers regains additional hit points equal to 1d10 + your Charisma modifier.


    Samhradh

    Amulet of Protection +2
    This light blue amulet increases your defenses.
    Level: 6
    Item Slot: Neck
    Enhancement: +2 Fortitude, Reflex, and Will

    Battle Harness
    Attack first, have your weapons ready, keep your vitals safe—this armor does it all.
    Level: 4
    Armor: Cloth, Leather, Hide
    Enhancement: +1 AC
    Property: As a free action, you can draw a sheathed weapon or retrieve a stowed item.
    Property: You gain a power bonus to initiative equal to the item’s enhancement bonus.

    Akarr:
    Talon Amulet
    Bearing a single dragon's claw, this necklace sharpens your attacks and discourages marauders as well.
    Level: 3
    Item Slot: Neck
    Enhancement: +1 Fortitude, Reflex, and Will
    Property: Gain +1 item bonus to damage rolls when you have combat advantage.
    Power (Daily): Minor Action. Up until the end of the encounter, any creature that hits you with a melee attack takes 1d6 damage.

    Vanguard Weapon

    Favored by soldiers of the frontline, this weapon makes any charge formidable.
    Level: 3
    Price: 680 gp
    Weapon: Any melee
    Enhancement: +1 attack rolls and damage rolls
    Critical: +1d8 damage
    Property: Deal +1d8 damage on any successful charge.
    Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.


    Aieldar
    Predator’s Hide
    This tiger’s hide clearly marks you as a formidable hunter.
    Level: 3
    Price: 680 gp
    Armor: Hide
    Enhancement: +1 AC
    Property: When you hit a target you have designated with your Hunter’s Quarry class feature, you gain a +1 bonus to all defenses against attacks by the designated quarry until the end of your next turn.

    Gloaming Shroud
    This billowing cloak drinks in the light around it.
    Level: 3
    Price: 680 gp
    Item Slot: Neck
    Enhancement: +1 Fortitude, Reflex, and Will
    Property: Gain an item bonus to Stealth checks in dim light or darkness equal to the shroud’s enhancement bonus.
    Power (Daily • Zone): Minor Action. Create a zone of dim light (close burst 10) that lasts until the end of the encounter. Bright light created or brought into the zone is reduced to dim light while within the zone.

    Bracers of Archery

    These leather armbands enhance your potency with bows and crossbows.
    Level: 6
    Price: 1,800 gp
    Item Slot: Arms
    Property: Gain a +2 item bonus to damage rolls when attacking with a bow or crossbow.
    Power (Daily): Minor Action. Ignore cover on your next attack this turn when using a bow or crossbow.

    Kelor on
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    SteelhawkSteelhawk Registered User regular
    edited July 2010
    Woot! Loot for everyone! Character Sheet has been updated.

    A glimmer of moisture can be seen in the corner of Thud's eye upon his find of the Exalted chainmail. "Ah Moradin, it feels good ta be loved, it does."

    The next thing you're staring at is a hairy dwarven ass as Thud quickly sheds his gear, shakes out his underclothes a bit, and dresses anew with his shiney new armor.

    Steelhawk on
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    ScosglenScosglen Registered User regular
    edited July 2010
    Oh my!

    I am going to charge so many fools

    Scosglen on
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    BrodyBrody The Watch The First ShoreRegistered User regular
    edited July 2010
    Unsure what to make of the near naked dwarf, Samhradh waits for the flurry of activity to die down before picking out a few items that looked useful.

    Can we read these books?

    And the gold/jewels=items, or is there more moneys? Not that I'm greedy like a dwarf or anything.

    Brody on
    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    KelorKelor Registered User regular
    edited July 2010
    The open tome in front of the skeletal figure appears to be the diary or journal of some kind, though the pages are blank. Examining it, Mindartis mutters an incantation and taps the cover. At once it flips open, the pages flying as lines of the neat script penned by an educated hand spread across them.

    It appears to be the journal of Alstrom, a Nerathian mage appointed to the keep by the Mage Council of the old imperial capital. The beginning is just describing day to day events in his life of the area, but towards the end you find information of more use to you.

    Second Thursday of March, 16th year of Selwyn IV. (783 N.E.)

    My conversation with Father Joshua earlier concerns me more than I let him know. He too can feel an abnormal flux in the fabric between this world and the shadow plane through his holy arts and while thus far neither of us has detected any breaches I have sent messages to the Imperial Court and a friend in Lindora for any information or aid. These waves are the strongest I have sensed in the decade I have been here.


    Third Monday of March. 16th year of Selwyn IV. (783 N.E.)

    One of Lord Keegan’s children disappeared today with her caretaker. Lord Keegan informed me after the child had not arrived back at the keep by sundown and I immediately took steps to locate her through my crystal at the edge of the southern wood. Sir Keegan escorted a group of knights out to find her and brought her back to the keep safely. She said that they were attacked by a beast of some sort and thrown from their horse. Her tutor was attacked and she fled while the creature fed upon her and their mount. My wards remain undisturbed and my conclusion is that they were attacked by a bear or wyvern of some sort, which are not unknown in the area. The wards will alert me to any disturbance of the rift.

    Third Tuesday of March, 16th year of Selwyn IV (783 N.E.)

    I received my response from my old friend Saska today. He has organised a messenger to come overland from Lindora with what information he was able to dig up from the library there on the breaches of the planar wall half a century ago. My wards are still intact and I take solace in that. I went to see the Baronet to advise him of my concerns but he seemed distant, still no doubt worried over little Jessica’s disappearance yesterday.

    Third Wednesday of March, 16th year of Selwyn IV (783 N.E.)

    Fluctuations set off my ward’s alarms last night, but a painstaking search of the area showed that nothing had managed to breach it. I have advised Sir Keegan to remove the guards from the lower floor to the floor above in order to reduce the chances of them being effected by eldritch forces. He has done so but still seems distracted from the task at hand, perhaps thinking I exaggerate the circumstances.

    I await word from the Mage Council most urgently and have spoken to Father Joshua, perhaps his word may carry more weight with the Baronet.

    Third Thursday of March, 16th year of Selwyn IV (783 N.E.)

    The battering of my wards has become even more severe. The information from Saska at the University was able to help me reinforce them but even so I have prepared a bolt hole in a natural cave within the keep used for storage to shelter Lady Keegan and her children in the event that all goes wrong, instructing Father Joshua to bring them to it if such occurs. Hopefully this is merely paranoia on my part. I have attempted to speak once more with Sir Keegan but he has locked himself in his chambers and would admit not even his lady.

    Third Friday of March, 16th year of Selwyn IV (783 N.E.)

    The wards barely hold and aid is due in the morning but it is too late. I have failed my duty. The energies of the Shadowfell have crept through and corrupted Sir Keegan. Father Joshua persuaded the guards to his quarters to allow him passage and when he entered Keegan flew into a rage, drawing his weapon and cutting down the good priest in cold blood. As he left Lady Keegan exited her rooms upon hearing the commotion and he grabbed her by the hair and dragged her down the corridor to the children’s rooms. I arrived in time to see her throw herself in front their children, begging him to cease such madness. He struck her, and then cut down young William and Jessica with the sword gifted to him by Emperor Selwyn himself on the day he was knighted.

    After this he turned and began towards the door, his face a mixture of rage and despair. His eyes had a flinty cast of rage and as I removed myself farther back he slew each with a single terrible blow.

    Knowing that I was no match for him I fled to the lower passages to reinforce seal the lower level, the sounds of battle behind me ringing along the stone passages. Help will arrive tomorrow, I merely need prevent him from being able to breach the doors and something may be salvaged from this tragedy.

    Having done so I moved upstairs, making sure to avoid the screams and clash of blades on the floor above. Upon reaching the upper levels I at last found Captain Young, commander of the watch overseeing the efforts to quell his lord’s madness. No single man is able to compare to Sir Keegan’s prowess and only by concerted effort and ranged fire were they able to drive him back to the lower levels but not before sustaining dozens of losses. I myself have been wounded by an arrow that ricocheted off of his armour and can feel my life slipping away from me.

    In a last resort I have sealed myself in here, that the preservation spell I put in place may slow the wound until help arrives tomor……….


    The message trails off in a looping arc, as though the quill was dragged across the page as his life bled from him.

    Kelor on
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    BrodyBrody The Watch The First ShoreRegistered User regular
    edited July 2010
    "We should probably take this back to town." At first startled by the pages and such moving, Samhradh nevertheless catches the important parts. "Anything else that looks like it might help Valthrun here?"

    Brody on
    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    SteelhawkSteelhawk Registered User regular
    edited July 2010
    Thud peers over Samhradh's elbow at the tome, reading the tale of what seemed to be the Keeps final days. "Aye, from a historical perspective, it should be a great help to Valthrun."

    Frowning slightly, Thud rereads the passages pertaining the thinning of the boundaries between the Shadowfell and the material plane, and the fate of Lord Keegan.

    "This place is rife with the evils of the Shadowfell. The boundries are weak here. We should be extra vigilant. Whatever madness befell Lord Keegan may still make its presence known here and now." Thud says, following up his warning with a quick prayer to Moradin for the protection of thier souls.

    Steelhawk on
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    RyadicRyadic Registered User regular
    edited July 2010
    Aieldar shudders at Thud's observation. He surveys to room as if expecting to see the presence manifested around here, but obviously finds no such thing.

    He finishes equipping the newly acquired items and begins to look over the tome that Thud and Samhradh is speaking of. He does not like what he reads.

    Ryadic on
    steam_sig.png
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    KelorKelor Registered User regular
    edited July 2010
    So I assume you're heading back to town to pick up your new party member? Let me know if not and I'll change this. Remember to leave or consume any vials of Pendle's Light you have before you leave the keep as they'll be destroyed by the light outside.

    As you exit the keep you the sun is beginning to make it's descent on the horizon with perhaps two hours of daylight remaining. As you travel back down the road to Winterhaven you can make a faint sound in it's direction that doesn't quite fit in with the tranquil evening.

    Aieldar's keen elven senses detect it first and Samhradh shortly after, the sound of axes against wood and the screams of the townspeople becomes more and more distinct as you approach though Winterhaven itself is still just out of sight due to the tree line.

    Kelor on
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    RyadicRyadic Registered User regular
    edited July 2010
    Aieldar removes an arrow from his quiver and loads it on his bow and pulls the string back ever so slightly.

    He looks to his other companions and can see the understanding in Samhradh's eyes.

    "There's trouble in Winterhaven. They're under attack," he announces to the other party members.

    "We must make haste, if we are to save the town."

    He looks around his current surrounds feeling a possible ambush.

    I want to make a perception roll. If someone can roll for me.

    Ryadic on
    steam_sig.png
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    SteelhawkSteelhawk Registered User regular
    edited July 2010
    Right! Thud will stash two vials/flasks of Pendle's Light near the entrance to the dungeon for collection when they crew comes back.

    Perception Roll for Aiedlar = 1d20+11 = 12! Natural 1! (Sorry Ryadic, and sorry Iforgot to cut and paste the link before closing the window.)

    Perception roll for Thud = 1d20+4 = 20!


    "What? Winterhaven's being attacked? Well...c'mon!!!" Thud shouts, squniting at the forest and thundering though the bush.

    Thud is making so much racket, that the poor elf is left flabbergasted.

    Steelhawk on
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    RyadicRyadic Registered User regular
    edited July 2010
    So much for stealth Aieldar thinks to himself as the Dwarf begins to plow through the forest.

    He follows Thud as quickly as possible, stepping much lighter than the Dwarf.

    Ryadic on
    steam_sig.png
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    BrodyBrody The Watch The First ShoreRegistered User regular
    edited July 2010
    Cringing at the sound of axes on wood, Samhradh loses no time in charging the town.

    Brody on
    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    KelorKelor Registered User regular
    edited July 2010
    Aieldar's words spur the party to action as you fly along the road to Winterhaven. You encounter nothing along the road as you run and the reason becomes appparent as you round the corner and finally get a clear look. The lights of the village glowing amidst the darkening skies and in stark contrast to this bolts of energy and balls of flame flash from the top of Valthrun's tower into the village below and sporadically streams of reddish-purple fly up in return.

    The cries of pain and terror grow louder as you approach and as you arrive at what remains of the gates you can see the twisted corpses of a dozen bodies. Four are dressed in the manner of Winterhaven's guards, the remainder are sorrier looking, rotted robes or tunics cover their bodies and they carry the rotting stench of the dead upon them.

    Zombies.

    Inside the gate there are more zombies again, except this time they walk and the clothing of some is clearly that of some of the villager's. Towards the center of the village you can see Valthrun standing atop the balcony of his tower hurling spells down among whatever is attacking his tower, eyes alight with arcane fury.
    The street is filled with the undad and strangely another group rings the wall in the corner opposite you. As you look beyond the ring into the darkness of the passage between the stables and Winterhaven's wall it lights up, bolts of radiance flaring out, striking two of the zombies and dropping them to the ground.

    The last stand of an adventurer determined to take as many of the unclean down with him as possible.

    The zombies are slow to react to your presence as you enter the gates and you take full advantage.

    Make sure to check your stat blocks for me. I'm pretty sure they should be correct but some people haven't updated their character sheets yet and I did it out myself.

    Stats:
    Nex
    HP 29/29
    AC: 20 Fort: 13 Reflex: 18 Will: 17

    Akarr:
    HP 37/37
    AC: 19 Fort: 16 Reflex: 15 Will: 16

    Thud:
    HP 38/38
    AC: 19 Fort: 15 Reflex: 13 Will: 17

    Samhradh:
    HP 50/50
    AC: 19 Fort: 18 Reflex: 17 Will: 15

    Mindartis:
    HP 29/29
    AC; 18 Fort; 12 Reflex; 17 Will; 15

    Aieldar:
    HP 36/36
    AC: 19 Fort: 15 Reflex: 17 Will: 15

    Ubashu:
    HP 30/30
    AC: 18 Fort: 14 Reflex: 15 Will: 18

    Pack Zombie
    HP 1; a missed attack never damages a minion
    AC 14; Fortitude 14; Reflex 10; Will 11
    Immune disease, poison
    Pack Attack - A pack of zombies gains a +2 bonus to its attack roll if it is adjacent to at least one other pack zombie.
    Slam • At-Will: +8 vs. AC - Hit: 4 damage.
    Lurching Sacrifice • Encounter (Immediate Interrupt): This power triggers automatically when a nonminion ally adjacent to a pack zombie is hit by a melee attack. The pack zombie is destroyed, and the damage dealt to the ally is reduced by 5.

    Deathlock Wight A (G8)
    HP 54/54
    AC 18; Fortitude 15; Reflex 16; Will 17
    Immune disease, poison; Resist 10 necrotic; Vulnerability 5 radiant
    Claw (necrotic) • At-Will: +9 vs. AC. Hit: 1d6 + 1 necrotic damage, and the target loses 1 healing surge.
    Grave Bolt (necrotic) • At-Will: Ranged 20; +6 vs. Reflex. Hit: 1d6 + 4 necrotic damage, and the target is immobilized (save ends).
    Horrific Visage (fear) • Recharge 4,5,6: Close blast 5; +7 vs. Will. Hit: 1d6 + 1 damage, and the target is pushed 3 squares.

    Deathlock Wight B (J6)
    HP 54/54
    AC 18; Fortitude 15; Reflex 16; Will 17
    Immune disease, poison; Resist 10 necrotic; Vulnerability 5 radiant
    Claw (necrotic) • At-Will: +9 vs. AC. Hit: 1d6 + 1 necrotic damage, and the target loses 1 healing surge.
    Grave Bolt (necrotic) • At-Will: Ranged 20; +6 vs. Reflex. Hit: 1d6 + 4 necrotic damage, and the target is immobilized (save ends).
    Horrific Visage (fear) • Recharge 4,5,6: Close blast 5; +7 vs. Will. Hit: 1d6 + 1 damage, and the target is pushed 3 squares.

    Map:
    Please excuse the crudity of this model.
    Model.jpg
    WinterhavenRound1A.jpg

    Features:
    Steady Light: Between the light of the stars and torches spread throughout the village you need no aid to fight the creatures.

    Up Next: The crew + newcomer! On Deck: The Walking Dead

    Kelor on
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    FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited July 2010
    The invoker Ubashu knew not who these new arrivals to the fracas were. Perhaps they could assist him with his needs later. Right now, though, priorities needed to be established.

    "You three are in my way."

    He raised his hand, and shining tendrils of light snake out from it, impaling three of the lesser zombies in front of him. He then maneuvers out of his poor position, closer towards the newcomers.

    The newcomers seem puzzled to see you. Perhaps they had never seen a Shardmind before. That would have to be properly remedied later.

    Hand of Radiance vs. Pack Zombies at R4, Q6 & R7: All three hits land, making three dead minions. I'll then move to S5.

    Farangu on
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    SteelhawkSteelhawk Registered User regular
    edited July 2010
    "Moradin bless me!" Thud gasps seeing the horde of zombies. He takes a few tentative step forwards to engage one of the pack zombies. His shock at seeing the undead razing the town causes his hammer blow to be weak, and easily turned aside by the zombie.

    Minor Action: -
    Move Action: Shift to Q10
    Standard Action: Melee Basic vs Pack Zombie Q9 = Flub!

    Steelhawk on
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    susansusan Registered User regular
    edited July 2010
    ...*cough*.... Sorry about that Beholder...

    Nex's eyes go wide at the sight of so many Zombies, but then narrow with purpose. He draws his sword and charges the nearest [Move to S8 charging S7], striking it with a blow that shatters its frail body entirely [And I waste a Crit on a Minion...]. Nex then scans the field of combatants, spying the nearby Wights and dropping a shroud on the nearest [J9]. Spinning back to his companions, he points at the Wights, shouting, "We need to punch a hole to get to them!"

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
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    BrodyBrody The Watch The First ShoreRegistered User regular
    edited July 2010
    If we manage to make a Delorian, and get it to go 88 m.p.h, can we travel through time?

    "More importantly, we need to actually hit them."

    Stepping past the nearest zombie, which he has no doubt the group can handle, Samhradh attempts to drive his sword into the first zombie inside the town. And fails miserably. Resolved to not fail again, Samhradh calls on the power of the mountains spirit, feeling his branches grow hard, and hearing an echo of thunder roll through his frame.

    Mark nearest Zombie. Move to P7

    Tempest Assault vs AC: 1d20+8 12 1d8+4 9

    Form of Mountains Thunder.

    Brody on
    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    susansusan Registered User regular
    edited July 2010
    *sneezeBUMP*

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
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    RyadicRyadic Registered User regular
    edited July 2010
    Aieldar cannot believe his eyes. Never before has he seen something so gruesome. He mutters a prayer as he quickly moves forward. He draws back his arrow and lets it fly. He watches the arrow fly through the crowd and strike his intended target in the head.

    Move to S10. Careful attack on Zombie at Q9. Careful Attack vs AC (ranged).: 1d20+11 28 1d10+1 2

    Ryadic on
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    susansusan Registered User regular
    edited July 2010
    Just a heads up: I'm going to be camping this Thursday-Late Saturday/Sunday, and am probably going to need someone to post for me while I'm out. My sheet is listed below; any takers? And for the record, 'Camping' is not a euphemism for 'Starcraft II'.

    ...though a part of me wishes it was...

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
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    ScosglenScosglen Registered User regular
    edited July 2010
    Sorry sorry sorry! Been little busy

    Possessed by an instinctual hatred for zombies, Akarr steps forward and swings powerfully, effortlessly dismantling the creature.

    Move Action: Shift to R8
    Standard Action: Rousing assault on R7 Pack Zombie

    Attack Roll: 1d20+7=17 vs AC, HIT, KILL

    As his vision is able to peek out around the corner of the building and take in the full view, Akarr's eyes widen, scarcely able to believe the sea of undead shambling before him.

    Thinking quickly, Akarr makes a few mental calculations and spots a pack of particularly high zombie density.

    Akarr begins to draw in a massive breath as his head rears back and his eyes grow alight with electricity. Like a cannon, his head snaps forward and a roiling ball of lightning belches forth from his mouth with a crack and arcs through the sky.

    Minor Action: Hurl Lightning Breath on M5 [Burst 2]
    Attack Rolls: 1d20+2=17, 1d20+2=10, 1d20+2=21, 1d20+2=14, 1d20+2=14, 1d20+2=7, 1d20+2=18, 1d20+2=16, 1d20+2=9, 1d20+2=14 VS 10 Reflex.

    (Hit order is counted from upper left to bottom right of the burst area)

    boom-1.jpg

    The ball lightning explodes in a gnashing storm of electricity, jumping from one zombie to the next, burning and exploding body parts, leaving only smoldering remains.

    A toothy grin spreads on Akarr's face as he cackles with delight.

    edit: I probably should have asked earlier but I got a "vangaurd weapon" with no listed weapon type. Is that up for me to decide or is it a longsword since that's what I initially asked for? I'm using my normal lame-o weapon for the moment

    Scosglen on
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    SteelhawkSteelhawk Registered User regular
    edited July 2010
    Nice!

    Steelhawk on
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    FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited July 2010
    Tomorrow I leave for a second job interview out of town. Someone might have to roll for me. In my wake though, I'll just leave the fact that I currently possess two guest passes for Starcraft II. Gets you 7 hours of free play. I'm posting this in all threads I'm involved in, so first two to PM me get them.

    Farangu on
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    KelorKelor Registered User regular
    edited July 2010
    Your tawdry gifts will not sway me from not buying it Farangu! (I just scored front row tickets to Bon Jovi in December which is going to be killing my buying habits for a while)

    Good luck with your camping trip and job hunting respectively though guys.

    Also nice work Scosglen!

    Kelor on
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    RyadicRyadic Registered User regular
    edited July 2010
    Reminds me, next week I'll be on vacation as well. Wednesday - Sunday. Not sure what my internet access will look like, but feel free to have Aieldar shoot zombies in my place.

    Ryadic on
    steam_sig.png
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    KelorKelor Registered User regular
    edited August 2010
    And we are back to our regularly scheduled thread. My apologies for the unannounced absence guys, I hadn't expected to be out of the way either.

    I should have mentioned before Scosglen but the Vanguard weapon is indeed a longsword, unless there is a different kind you want in which case it is one of those.


    Mindartis follows his companions, his normally carefree demeanor stifled as he concentrates on the task of clearing the undead from the normally peaceful hamlet. Reciting an incantation he motions down and an explosion of fire explodes from the ground ahead, incinerating two of the walking corpses.
    Mindartis:
    Standard action: Scorching Burst at K3.
    Hits K3, killing both adjacent zombies.

    A figure amongst the sea of undead turns it's gaze towards the party and even from this distance you can see it's eyes display malice, not the dull vacancy as of zombies. Pointing a finger at Mindartis, dark purple energy crackles at the tip before zooming forward to strike the young wizard.
    Deathlock Wight B
    Standard action: Grave Bolt on Mindartis.
    Attack roll: 1d20+6 vs Reflex = 20. Hit.
    Damage roll: 1d6+4 = 10 Necrotic damage.

    The tide of undead surges down the street towards you, pressing together in a mob as the hunger for the flesh of the living. One rounds the corner nearest Samhradh and flails at him, striking but lacking the strength to bite him.
    Pack Zombie:
    Standard attack: Attack Samhradh.
    Attack roll: 1d20+10 vs AC = 24.
    Damage: 4.


    Stats:
    Nex
    HP 29/29
    AC: 20 Fort: 13 Reflex: 18 Will: 17

    Akarr:
    HP 37/37
    AC: 19 Fort: 16 Reflex: 15 Will: 16

    Thud:
    HP 38/38
    AC: 19 Fort: 15 Reflex: 13 Will: 17

    Samhradh:
    HP 46/50
    AC: 19 Fort: 18 Reflex: 17 Will: 15

    Mindartis:
    HP 19/29 (Immobilised)
    AC; 18 Fort; 12 Reflex; 17 Will; 15

    Aieldar:
    HP 36/36
    AC: 19 Fort: 15 Reflex: 17 Will: 15

    Ubashu:
    HP 30/30
    AC: 18 Fort: 14 Reflex: 15 Will: 18

    Pack Zombie
    HP 1; a missed attack never damages a minion
    AC 14; Fortitude 14; Reflex 10; Will 11
    Immune disease, poison
    Pack Attack - A pack of zombies gains a +2 bonus to its attack roll if it is adjacent to at least one other pack zombie.
    Slam • At-Will: +8 vs. AC - Hit: 4 damage.
    Lurching Sacrifice • Encounter (Immediate Interrupt): This power triggers automatically when a nonminion ally adjacent to a pack zombie is hit by a melee attack. The pack zombie is destroyed, and the damage dealt to the ally is reduced by 5.

    Deathlock Wight A (G8)
    HP 54/54
    AC 18; Fortitude 15; Reflex 16; Will 17
    Immune disease, poison; Resist 10 necrotic; Vulnerability 5 radiant
    Claw (necrotic) • At-Will: +9 vs. AC. Hit: 1d6 + 1 necrotic damage, and the target loses 1 healing surge.
    Grave Bolt (necrotic) • At-Will: Ranged 20; +6 vs. Reflex. Hit: 1d6 + 4 necrotic damage, and the target is immobilized (save ends).
    Horrific Visage (fear) • Recharge 4,5,6: Close blast 5; +7 vs. Will. Hit: 1d6 + 1 damage, and the target is pushed 3 squares.

    Deathlock Wight B (I4)
    HP 54/54
    AC 18; Fortitude 15; Reflex 16; Will 17
    Immune disease, poison; Resist 10 necrotic; Vulnerability 5 radiant
    Claw (necrotic) • At-Will: +9 vs. AC. Hit: 1d6 + 1 necrotic damage, and the target loses 1 healing surge.
    Grave Bolt (necrotic) • At-Will: Ranged 20; +6 vs. Reflex. Hit: 1d6 + 4 necrotic damage, and the target is immobilized (save ends).
    Horrific Visage (fear) • Recharge 4,5,6: Close blast 5; +7 vs. Will. Hit: 1d6 + 1 damage, and the target is pushed 3 squares.

    Map:
    WinterhavenRound3.jpg

    Features:
    Steady Light: Between the light of the stars and torches spread throughout the village you need no aid to fight the creatures.

    Up Next: The crew + newcomer! On Deck: The Walking Dead

    Kelor on
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    susansusan Registered User regular
    edited August 2010
    Nex drops down a few feet into town, breathes in, and charges the front line of the horde and shatters another Rotter [Charge vs N5 Rotter, Waste Another Crit (the Dice Gods are telling me something...), end at O5]. Nex then drops another shroud on the nearby Wight [2 Shrouds now], and turns himself into a shade in the hopes of absorbing the incoming attacks [Shade Form, Insubstantial Now].

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
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    FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited August 2010
    Before I go what is that thing at P7?

    Farangu on
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    KelorKelor Registered User regular
    edited August 2010
    Farangu wrote: »
    Before I go what is that thing at P7?


    That's an awfully mean thing to say about your team mate.

    It's Samhradh. (We've all been playing so long I had stopped marking grid positions for players, I'd forgotten you wouldn't know)

    Kelor on
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    FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited August 2010
    Ah. Well then this should be fun.

    The crystalline entity HAHA I'm a nerd steps closer to the horde of undead, murmuring softly with his head down. He then raises it slowly.

    You are abominations to the Queen. Disappear.

    Suddenly a blast of light emanates from the sharmind, dissolving all but a few of the zombies in front of it.

    Move to Q7, Rebuke Undead. Here come a lot of rolls...

    O7: Miss.
    N7: Hit.
    N6: Miss.
    N5: Hit.
    M8: Hit.
    L9: Hit.
    L7: Miss.
    L5: Hit.

    Farangu on
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    BrodyBrody The Watch The First ShoreRegistered User regular
    edited August 2010
    That's hardly polite. ^..^

    Brody on
    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    SteelhawkSteelhawk Registered User regular
    edited August 2010
    Rats, now I have to wait another turn before I can get into a good position to Turn Undead. Oh well, I can't complain about dead zombies!! Maybe I'll save it until I can get the wraiths in range.

    Thud sees one of the people in the village runs up behind Samhradh and let off a burst of power that fells a number of zombies. "What in the what is that now?" asks the dwarf, "I be gettin' worldlier and worldlier every day! At least he's fightin' with us! Ha!"

    Running past them as fast as his short legs could manage, Thud rounds the corner of that building and right up to the line of zombies, craghammer leading the way and leaving one of them in a messy pile on the street.

    Presenting himself boldly, Thud raises his holy symbol, "Stand tall, lads! Moradin is with us!!!" A barely perceptible pulse spreads out and as it passes you, you feel awesome.


    Move Action: Move to O6
    Standard: Righteous Brand vs. Zombie (N6)HIT!! And Dead.
    Minor Action: Bless: All Allies (including the new guy and our wizard friend in the tower!) gain +1 to Attacks

    Steelhawk on
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    BrodyBrody The Watch The First ShoreRegistered User regular
    edited August 2010
    Stepping around the nearest two zombies, Samhradh moves deeper into the city. Well, a few feet deeper at least. Coming very quickly up against a wall of flesh, Samhradh tries to make sure there is an exit available. He looks back, whips his sword into the sack of flesh behind him, and watches as the thunder released by his anger liquefies a number of the other zombies.

    Move to L6, taking 1 OA.

    Mark the nearest two zombies.

    Thorn Strike vs AC: 1d20+9 26 1d8+4 12 on N6. As per Form of Mountains Thunder, K6, L7, and O7 take 3 damage and die like bitches.

    Also, I have resist 3 all, and +1 to AC.

    Brody on
    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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